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Messages - Daevaorn

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1
Wish list / Re: Freemium content to help pay for development
« on: August 21, 2017, 08:07:36 am »
I regret having to use such strong words but I can't say it any other way: I hate the idea of anything "freemium" in PS. IMO, PS is - in its very core - the opposite of much of that other commercial b******t.

Merchandise however, I think, is a great idea. And I don't think that it would be that costly to make. Afterall it's the design you need and then you can order it from any "your-print-on-our-ball-pens" store. And the design could be created for free by one of the game's committed artists ;-)

2
PvP,PK and Thieving / Re: death realm for Pvp
« on: July 21, 2015, 07:00:54 am »
If there were ever to be an area that is open for all to PK, I think the death realm is an ideal candidate for the following reasons:

- PK in death realm causes less 'grieve'.
On the contrary. If the DR was PvP by default a strong player could use the linear structure of the path to prevent a whole lot of players from effectively returning from the DR with ease. This can be done by camping in certain places and killing approaching passers-by with ranged attacks. Thus it would be the ideal place for griefing and blocking if PvP was allowed, because you have to follow the path and there is no area allowing for circumventing a strong ranged aggressor.

3
Wish list / Re: Conditional parts of character descriptions
« on: November 28, 2014, 02:46:09 am »
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One would hope they make up sensible things for sensible levels but that is by no means assured.
It is also by no means assured, that what is in descriptions now is sensible. (Other than through GM control, and you have proposed the solution to that potential problem yourself.) So I don't see any new problems introduced. On the contrary: Making people think by using this feaure before writing about what others could actually perceive will improve on the RP quality of descriptions, IMO. If this feature eventually diverted the troublemakers' energy away from chat and into descriptions I would still call that a positive side-effect! This kind of asynchronous troublemaking is much more easily provable as well as contained! ;D

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What about those that would rp the levels that would trip it?
As I see it, people who intentionally do not use such huge parts of the available game features can't really expect to be catered when related features are concerned. They will have to do without adaptive descriptions as they have to do without crafting certain things, effecting most spells and so on. Seems a logical consequence to me and in no way unfair…

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I think the idea of giving another player at chance to perceive things based on their skill is good, but I'm not a fan of using game mechanics for this for obvious reasons I won't blather on about.
Obvious?  :offtopic: ‒ Again, game mechanics is why we have a game. I know some people prefer to roleplay without backing their character with game mechanics, but then you also shouldn't expect to have a mechanical way to ascertain other people's skills or profit from related game mechanics passively (i.e. you can't have your pie and eat it)…

I'm aware that I am intruding on the "creative writing" RPers use of the game to some degree here, but IMO descriptions have a potential to be much more useful to the majority who does prefer to work with game mechanics, while there would only be marginal losses to those playing without skill mechanics. (As I will explain in greater detail below.)

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Another way of implementing this would be to have players make some sort of perception check. ie. I ask you if my dark way experience would afford me any extra insight into your character, maybe you decide or you ask me to /roll if you want this attempt to be based on chance.
This would either require a considerable programming effort (and thus is not realistic to be adopted into the existing roadmap for the game). Moreover, this would be far too disruptive to general game play if you would constantly have to react to all the "view-my-char" requests by others.

Or if done manually, it would even more inflate descriptions with potential perceptions that have to be read by everyone including pseudo-mechanical instructions on how and what to roll. Very much contraproductive for making the descriptions more useful and more reader-friendly.

I prefer a good novel if I want a big read, not spending a long time working through someone's character description in order to decide which minute detail I skillfully or randomly perceive or not.  :'( That's why I play a computer RPG and not P&P. For me reading time is better and more comfortably invested in print products by professional authors.

I tried to propose something that is realistic and can be done with (as far as I can judge it) a reasonably low programming effort to complement what is there in terms of game features and game mechanics. Reinventing the wheel is not feasible. Plus, what you propose would run in parallel and be in no way tied to the existing mechanics, which does not make sense at all in developing a cohesive software product. The question is again, why do we have these game mechanics if we don't tie new game features to them.

It has been brought to this provocative conclusion before, but a chat alone does suffice for this kind of RP. If you don't need mechanical stats and skills and use manual rolls instead then why should mechanical ways of perception matter. If the RP is so far away from the mechanics and people do this extensive Q&A interaction about what or what not to perceive, the minor details in a description do not really matter a lot. The loss of a few written extra perceptions through the avoidance of mechanical skill should not be a problem if most character features are negotiated anyway.

Opposing the complementation of the skill features as proposed for this reason alone seems a bit unfair to those who use mechanical skills and would like to profit more from them. (Not to speak about being unfair to the programmers who made the already present unused features, BTW)

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Players would just need to adopt this style of play and get used to it.
True enough, but players could also adopt the use of already present game mechanics, which is much more likely.  ;)

To summarise most of the above… Let's not go any further into the discussion of wheter PS should have game mechanics like skills or not. But since it was brought up I needed to address the aspect. It's off-topic. PS has game mechanics. If someone intended to undo that I guess that would need to go into a different whish-list thread.

And my proposal wants to make use of those mechanics and extend them. People who do not want to make use of that are not concerned, are they? Afterall using this feature would be entirely optional. Those who like their … 'ultrafaulkneresque' descriptions could keep them as before.

The purpose of character descriptions is like that of the name and guild label display: It's a workaround solution to the problem of not being able to display many individual features graphically on one's character. And I think here lies the strong point of my proposal. It would create a more individual description and would positively affect the dynamics between RPers who do use the game mechanics. ("Have you noticed the daggers this guy is hiding in his boots?" ‒ … ‒ "Well, if you don't believe me, ask another dagger fighter you trust.")

4
Wish list / Re: Conditional parts of character descriptions
« on: November 27, 2014, 04:10:05 pm »
Exactly! @Illysia

@cdmoreland: You may want to re-read what I've written. No one said anything about revealing something about someones stats or skills not to mention automatically. It's about the stats of the people reading a description and what they are able to "see" because of the skills and stats they have. A creative and conscious decision of the person writing a description text for their character.

The author of the character description could think about what certain people with certain experiences would notice about their character. So that different people with different skills would see different details. Like in real life.  \\o//

So to state that very clearly again: My idea is NOT about making character X's description dependent on X's skills. It is about giving X the option to display certain self-written parts of X's description to onlooker Y only if Y's got certain skill levels.

5
Wish list / Conditional parts of character descriptions
« on: November 27, 2014, 03:33:32 am »
Hi, there. Not a strong wish per se, just sharing some sudden thoughts to get fellow player and developer feedback on it … :sorcerer:

I just had an idea for a feature that I'm assuming is not too complicated to realise, but of which I'm not sure if it has been proposed before. It might in all likelihood, but with a rough search I couldn't find any related post here.  :-[

What do you think of the possibility to mark certain parts of your character description with an easy syntax, to prevent it from being shown to everybody, but depending on the onlookers stats and skills?

Let me exemplify that with the following potential description:

Char: Lahm Hakuun - Nolthrir
This Nolthrir is rather on the small side. Even for his race he seems exceptionally thin and wiry.
{{Intelligence:200|You judge that this build could make him an agile fighter given some light weapons.}}
His clothing is plain and simple: Brown leather trousers and a whitish linen shirt, simple leather boots, worn by many miles of walking.
{{Knives & Daggers:50|Your experience with small blades allows you to notice a pair of knives hidden away in the shaft of the boots.}}
{{Charisma:200|You feel a distinct aura of Dweomer in your vis-à-vis.}}
{{Blue Way:100|Clearly you recognise the Blue aura that emanates from him. ‒ A fellow Blue Way mage.}}


That would mean that the marked parts are only visible if the person to whom the description is displayed has the given minimal stats or skills for each part. Assuming this should be fairly easy to implement as a parser-filter before display.

Of course one could think this even further: By allowing comparison of levels, you could also provide alternatives in the form of

{{Dark Way<30|If someone is easily impressed this guy could give them the creeps.}}
{{Dark Way >=30|Your progress on the Dark Way allows you to recognise another Dark Way mage in him.}}


Thus you could even hint towards certain perceptions possible with a higher level of a skill.
Even more flexible and possibly easier to use and implement would be the option of skill ranges:

{{Dark Way:0-29|If someone is easily impressed this guy could give them the creeps.}}
{{Dark Way:30-99|Your progress on the Dark Way allows you to recognise another Dark Way mage in him.}}
{{Dark Way:100-200|You perceive clearly of the Dark aura that surrounds this other Dark Way practitioner.}}


All in all I think this would be an asset that would improve the value of character descriptions two-fold:
  • Character descriptions could be even more elaborate and creative, while providing characters with only the information that is relevant to them. Overall size of "the read" would be reduced, as every individual would only get to read parts that concern them in some way.
  • The RP value of descriptions would be so much higher, with this targeted information. If people actually could learn something from the description that others don't know, it will make descriptions more exciting, more useful and thus used more frequently and intensively!

6
If you chose to recreate your char and you can go online now contact me in game and you'll get a pair of nice and shiny new swords and some crystals too! ;-)

7
Hi, there.

I'm not authorised to speak about what is possible or not, but as an (not quite as) old player of 0.3+ I think I remember mentioning of a character wipe in the transition between 0.2 and 0.3. You didn't need a last name in 0.3 either, and my char also doesn't have one so that cannot be the reason for it not showing up.

Let's see what the 'authorities' say ;-) Hope you'll manage to get back in and enjoy all the new stuff, like crafting and the Eagle Bronze Doors ;-) ;-) ;-)

8
General Discussion / Re: Is This Game Too Hard?
« on: February 05, 2014, 08:08:11 am »
This game has been much harder in certain areas before. It's under continuous development and things do change greatly over time, if you have the patience to stick with it and watch it grow. Mind you I'm not saying it's perfect yet.

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I want to see who else thinks this game is hard. In fact, I don't want to see anyone arguing that this game isn't hard,
I don't see the point in opening a discussion thread if you are only after getting your own preconception confirmed, and you discourage anyone who is of a different opinion to add theirs.  :-X

Honestly, what's the point? - Oh wait that was a rhetoric question; there is none, I do know already.

9
General Discussion / Re: The future, well 2014.
« on: December 28, 2013, 05:38:42 am »
I would also like to add some praise for all the work done. 0.6 is full of little changes that have a great impact on gameplay in total.  \\o//

I agree to all of the above and I want to add a very little change that I liked a lot: More colours for books. That is so helpful, when organising knowledge and a library, to have the possibility to colour-code the books. I would also love to see more colors like yellow, orange, cyan, brown, purple. I know it may seem superflouus to some, but it is one of these tiny changes with a great impact for people working with this stuff. And I don't think these 5 icons and textures will bloat the game too much.

To all the devs. Keep up the great job and thank you for your efforts!  :thumbup:

10
Wish list / Re: natural resources, spawning, respawning and detecting
« on: August 12, 2013, 06:04:58 am »
I also think that apyj13's idea is a great way to resolve the graphics issue with the particle proposal, which I still think is very desirable if subtle enough.

It will not remove the need for guidance by experienced miners who know the locations of mines, as most newbies are not willing to roam through the wilderness and find everything on their own anyway. They have a quest to get iron or coal and want to follow that normally. So nothing will really change but for those few who -want- to explore. That's not "solo play" but a character trait and occupation that we should accomodate. And then they will have the opportunity to find mines without having to apply a more than tedious "walk two steps & try to dig" method.

As for the changing locations of mines ... I don't see how time control for that would add to realism - on the contrary. On the other hand depletion after a certain amount of ores mined there would be a much better choice. But then there would be the issue of algorithmicly determining potential new locations. So I think this is a very long-term project that we can separate entirely from any short- to mid-term changes that we want to achieve with this discussion, like the visual cues and possible detection spells.

11
The Hydlaa Plaza / Re: Steampunk?
« on: June 27, 2013, 06:26:56 pm »
Coming along very well!  \\o//

That video about glueing on gears was hilarious, btw. Thanks.  ;D

12
In-Game Roleplay Events / Re: The last of the Kelpslingers
« on: June 27, 2013, 02:39:12 pm »
[Thank you, but this idea I had was only turned into a proper story by the people who took it upon themselves to venture out in search of the truth. So again thanks to all the participants in the search and my special thanks to LigH for the great documentation. Just to wrap things, here are the two fragments that I though up as basis for the story.]

Letter to Aunty Carpia (as found in the Gobble village at the river)


The remnants of Troutmouth Kelpslinger's diary (as found near his body in the tunnel)


[As I would like to thank every individual player for their participation, and the actual "prize" laid out was made up of too few items for such a large group, there will be a "Diamond of Waterkin" for every participant. I will list the names here and tick them to keep track of who I managed to give their individual rewards:
  • Cirerey
  • Derator ✔
  • Dalos ✔
  • Eisenhand ✔
  • Esanor ✔
  • Gonger ✔
  • Kaerli ✔
  • Laros ✔
  • Lumi
  • Mrae ✔
  • Qiner
  • Roled ✔
  • Xola ✔
In case you name is missing here, please drop me a line, here or in game.]

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The Hydlaa Plaza / Re: Steampunk?
« on: June 24, 2013, 05:35:24 pm »
Well, I thought of using single Nether Portal blocks as screens that can be set into walls: /give 90 1
Maybe complement that with a control block below: /give 137 1

Also fire on Netherrack is a great anachronistic asset to a steam punk building. For purpose of lighting, or as heating set into the walls along the hall in several fire places with chimneys. Even better behind glass, maybe! And don't have inflammable material like wood or wool near those (margin of four fields should be safe)

And don't forget the cobwebs and the vines to overgrow random parts!

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The Hydlaa Plaza / Re: Steampunk?
« on: June 24, 2013, 03:51:59 pm »
Are you building this in creative mode with cheats enabled? i.e. do you have access to server commands like /give?

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In-Game Roleplay Events / Re: The last of the Kelpslingers
« on: June 23, 2013, 07:58:07 am »
Maybe you looked round the wrong place?

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